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https://github.com/ClassiCube/ClassiCube.git
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140 lines
4.5 KiB
C#
140 lines
4.5 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Model;
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using ClassicalSharp.Network;
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using OpenTK;
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#if ANDROID
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using Android.Graphics;
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#endif
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namespace ClassicalSharp.Entities {
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public abstract partial class Player : Entity {
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public string DisplayName, SkinName, SkinIdentifier;
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public SkinType SkinType;
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internal AnimatedComponent anim;
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internal ShadowComponent shadow;
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public Player( Game game ) : base( game ) {
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this.game = game;
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StepSize = 0.5f;
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SkinType = game.DefaultPlayerSkinType;
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anim = new AnimatedComponent( game, this );
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shadow = new ShadowComponent( game, this );
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SetModel( "humanoid" );
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}
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DateTime lastModelChange = new DateTime( 1, 1, 1 );
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public void SetModel( string modelName ) {
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ModelName = modelName;
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Model = game.ModelCache.GetModel( ModelName );
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lastModelChange = DateTime.UtcNow;
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MobTextureId = -1;
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}
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protected Texture nameTex;
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protected internal int PlayerTextureId = -1, MobTextureId = -1;
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public override void Despawn() {
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game.Graphics.DeleteTexture( ref PlayerTextureId );
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game.Graphics.DeleteTexture( ref nameTex.ID );
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}
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protected void InitRenderingData() {
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using( Font font = new Font( game.FontName, 20 ) ) {
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DrawTextArgs args = new DrawTextArgs( DisplayName, font, true );
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nameTex = game.Drawer2D.MakeBitmappedTextTexture( ref args, 0, 0 );
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}
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}
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public void UpdateName() {
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game.Graphics.DeleteTexture( ref nameTex );
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InitRenderingData();
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}
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protected void DrawName() {
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IGraphicsApi api = game.Graphics;
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api.BindTexture( nameTex.ID );
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Vector3 pos = Position; pos.Y += Model.NameYOffset;
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Vector3 p111, p121, p212, p222;
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FastColour col = FastColour.White;
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Vector2 size = new Vector2( nameTex.Width / 70f, nameTex.Height / 70f );
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Utils.CalcBillboardPoints( size, pos, ref game.View, out p111, out p121, out p212, out p222 );
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api.texVerts[0] = new VertexPos3fTex2fCol4b( p111, nameTex.U1, nameTex.V2, col );
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api.texVerts[1] = new VertexPos3fTex2fCol4b( p121, nameTex.U1, nameTex.V1, col );
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api.texVerts[2] = new VertexPos3fTex2fCol4b( p222, nameTex.U2, nameTex.V1, col );
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api.texVerts[3] = new VertexPos3fTex2fCol4b( p212, nameTex.U2, nameTex.V2, col );
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api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
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api.UpdateDynamicIndexedVb( DrawMode.Triangles, api.texVb, api.texVerts, 4, 6 );
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}
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protected void CheckSkin() {
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DownloadedItem item;
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game.AsyncDownloader.TryGetItem( SkinIdentifier, out item );
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if( item != null && item.Data != null ) {
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Bitmap bmp = (Bitmap)item.Data;
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game.Graphics.DeleteTexture( ref PlayerTextureId );
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if( !FastBitmap.CheckFormat( bmp.PixelFormat ) )
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game.Drawer2D.ConvertTo32Bpp( ref bmp );
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try {
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SkinType = Utils.GetSkinType( bmp );
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if( Model is HumanoidModel )
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ClearHat( bmp, SkinType );
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PlayerTextureId = game.Graphics.CreateTexture( bmp );
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MobTextureId = -1;
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// Custom mob textures.
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if( Utils.IsUrlPrefix( SkinName, 0 ) && item.TimeAdded > lastModelChange )
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MobTextureId = PlayerTextureId;
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} catch( NotSupportedException ) {
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ResetSkin( bmp );
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}
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bmp.Dispose();
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}
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}
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void ResetSkin( Bitmap bmp ) {
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string formatString = "Skin {0} has unsupported dimensions({1}, {2}), reverting to default.";
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Utils.LogDebug( formatString, SkinName, bmp.Width, bmp.Height );
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MobTextureId = -1;
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PlayerTextureId = -1;
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SkinType = game.DefaultPlayerSkinType;
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}
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unsafe static void ClearHat( Bitmap bmp, SkinType skinType ) {
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using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) ) {
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int sizeX = (bmp.Width / 64) * 32;
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int yScale = skinType == SkinType.Type64x32 ? 32 : 64;
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int sizeY = (bmp.Height / yScale) * 16;
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// determine if we actually need filtering
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for( int y = 0; y < sizeY; y++ ) {
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int* row = fastBmp.GetRowPtr( y );
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row += sizeX;
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for( int x = 0; x < sizeX; x++ ) {
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byte alpha = (byte)(row[x] >> 24);
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if( alpha != 255 ) return;
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}
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}
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// only perform filtering when the entire hat is opaque
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int fullWhite = FastColour.White.ToArgb();
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int fullBlack = FastColour.Black.ToArgb();
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for( int y = 0; y < sizeY; y++ ) {
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int* row = fastBmp.GetRowPtr( y );
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row += sizeX;
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for( int x = 0; x < sizeX; x++ ) {
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int pixel = row[x];
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if( pixel == fullWhite || pixel == fullBlack ) row[x] = 0;
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}
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}
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}
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}
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}
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} |